Thanks. Will use that#!/bin/sh
ls -1 | while read f; do
ltarget=`readlink $f`
if [ -n "$ltarget" ]; then
case $ltarget in
/lib*)
# do nothing
;;
/usr/lib*)
# do nothing
;;
*)
cp -a $f /somewhere/
;;
esac
fi
done
OOops, I'm sure that drawquad message is a debug left over on my side (on the allegro 5.1)Yay! The new version starts fine for me now.
However, unfortunately, I got a segmentation fault while playing the single player game after a while. In the log it's just after a bunch of drawquad messages. In fact I've got about 8MB of drawquad messages amongst a total log of 14MB. Perhaps toning down the logging might be in order?
Yep, nothing I can do about that I'm afraidIn fact I've got about 8MB of drawquad messages amongst a total log of 14MB. Perhaps toning down the logging might be in order?
Does it happen every time? I've not experienced that myself, but I'll keep an eye out for it, thanksEdit: It seems to crash if the enemy hits the ground, though I've also had it crash spontaneously, and had a lockup I had to kill (music kept playing, may have paused it accidentally, but I don't know how).
Local multiplayer is fully implemented, but it wasn't really designed for the Pandora. Maybe I should remove that option from the Pandora build.I guess local multiplayer isn't fully implemented yet, as I was unable to start a game properly, but I got no crashes and hangs.
I hope not too. I can't see how it could be though...Grr, seems I'm going to have to reflash my SD card. Touchscreen seems now to be broken, and it's failing to mount squashfs images now, meaning I can't run most PNDs any more. Hopefully that corruption's nothing to do with your game, but I'll be back in a bit.
It is possible, but not obvious, something I plan on updating. I did mention this in the first post.It doesn't seem to be possible to enter a name for high scores at present, for the record.
You can't go above the screen (it'll drag you back down); The wrapping of the screen was required to keep it a single screen experience as you couldn't scroll with multiple players on a single PC (which was the original design, the survival/single player mode was added afterwards)My take on it is that going above the screen and being able to travel from one side of the screen to another is rather strange.
Flipping does let you dodge bullets. Also, if you fly upside down, unless you hit the throttle, you will lose speed. Originally, there was no throttle control, which made flipping the right way more important, but it also made the survival mode a lot harder to play.It wasn't apparent what the flaps did. Can i dodge shots with that, or does it slow me down?
I'll definately consider that if I decide to flesh out the single player mode.How about traveling over a sphere like the earth is, with the continents and countries visible. Altitude is signified by the size of the airplanes, if its smaller you are closer to the ground.
Could maybe change the music based on what country you are over to make it more frantic. Also speed up the movement. Sound-effects for engine noise and turret fire would also be good.
Turnrate is the same both directions, I'll try tweaking it to see how it playsCould maybe up the turnrate then? Is it faster turning down than turning up?
That's practically a different game, certainly would need a lot of engine changes to implement that.My idea with the sphere is you are stationary, only the model turns 360 degrees and gets smaller and bigger. The sphere moves with your current speed, if you stall its stationary.